Files
tbd-station-14/Content.Shared/Clothing/SharedCursedMaskSystem.cs
Hannah Giovanna Dawson cdbe92d37d Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards

* DamageContainerId -> DamageContainerID with lint flag

* Replace strings with protoids

* Make CVar subscription declarations all consistently whitespaced

* ChangeDamage -> TryChangeDamage, cope with C# jank

* Revert event signature changes

* Restore a comment

* Re-add two queries

* Init the queries

* Use appearanceQuery in DamageChanged

* Use damageableQuery in TryChangeDamage

* Use damageableQuery in SetDamageModifierSetId

* Final cleanup, fix sandboxing

* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage

* Re-organize DamageableSystem

* first big fuck you breaking change.

* THATS A LOT OF DAMAGE!!!

* Fix test fails

* test fixes 2

* push it

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-10-27 19:53:04 +00:00

75 lines
2.9 KiB
C#

using Content.Shared.Clothing.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Examine;
using Content.Shared.Inventory;
using Content.Shared.Movement.Systems;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Shared.Clothing;
/// <summary>
/// This handles <see cref="CursedMaskComponent"/>
/// </summary>
public abstract class SharedCursedMaskSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CursedMaskComponent, ClothingGotEquippedEvent>(OnClothingEquip);
SubscribeLocalEvent<CursedMaskComponent, ClothingGotUnequippedEvent>(OnClothingUnequip);
SubscribeLocalEvent<CursedMaskComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<CursedMaskComponent, InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent>>(OnMovementSpeedModifier);
SubscribeLocalEvent<CursedMaskComponent, InventoryRelayedEvent<DamageModifyEvent>>(OnModifyDamage);
}
private void OnClothingEquip(Entity<CursedMaskComponent> ent, ref ClothingGotEquippedEvent args)
{
RandomizeCursedMask(ent, args.Wearer);
TryTakeover(ent, args.Wearer);
}
protected virtual void OnClothingUnequip(Entity<CursedMaskComponent> ent, ref ClothingGotUnequippedEvent args)
{
RandomizeCursedMask(ent, args.Wearer);
}
private void OnExamine(Entity<CursedMaskComponent> ent, ref ExaminedEvent args)
{
args.PushMarkup(Loc.GetString($"cursed-mask-examine-{ent.Comp.CurrentState.ToString()}"));
}
private void OnMovementSpeedModifier(Entity<CursedMaskComponent> ent, ref InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
{
if (ent.Comp.CurrentState == CursedMaskExpression.Joy)
args.Args.ModifySpeed(ent.Comp.JoySpeedModifier);
}
private void OnModifyDamage(Entity<CursedMaskComponent> ent, ref InventoryRelayedEvent<DamageModifyEvent> args)
{
if (ent.Comp.CurrentState == CursedMaskExpression.Despair)
args.Args.Damage = DamageSpecifier.ApplyModifierSet(args.Args.Damage, ent.Comp.DespairDamageModifier);
}
protected void RandomizeCursedMask(Entity<CursedMaskComponent> ent, EntityUid wearer)
{
var random = new System.Random((int) _timing.CurTick.Value);
ent.Comp.CurrentState = random.Pick(Enum.GetValues<CursedMaskExpression>());
_appearance.SetData(ent, CursedMaskVisuals.State, ent.Comp.CurrentState);
_movementSpeedModifier.RefreshMovementSpeedModifiers(wearer);
}
protected virtual void TryTakeover(Entity<CursedMaskComponent> ent, EntityUid wearer)
{
}
}